Weeks 2-13: New Foundry graphics!

It’s been a busy few months for me due to family stuff, but I’ve continued to work on the Foundry colors little by little. And actually I did a fair amount of reworking of the art itself, unifying the indestructible tiles across areas and adding more contrast to the Foundry palette. Check it out!

Much less abrasive on the eyes, and much easier to read! So now it looks much better when I run the game on my Mac.

Sadly when I tried it out on my TV, the colors throughout the game looked atrocious. Now I have to say that I did some manual recoloring, because the colors are changed when packed using TexturePacker. The reason for this is that Macs by default use “Generic RGB” color space instead of the standard sRGB, while TexturePacker naturally assumes sRGB. Anyway, since I had already made all the assets in the Generic RGB, I just recolored the packed files. But now they look poor on my TV. So that’s what’s bugging me right now. Any input and/or suggestions on this are super welcome – I’m out of my element here!

Also finalizing some stuff in relation to the framework I’m using, OpenFL. For about a year now, it has had Legacy and Next modes, with the former being more mature in most areas and the latter having a unified codebase. Projects could be set up to still use Legacy and then switch to Next when the time was right for them. I’ve been working on moving THE MISSION over to work 100% with Next, and I think I have it all done now :D

So what does this mean? I need to figure out this color stuff, maybe even switch back to not recoloring the packed spritesheets (since they looked acceptable on my TV). And then I’ll be done with version 1.0 of this game, and ready to prepare for actual release! Look forward to it!